33,708 Commits over 4,140 Days - 0.34cph!
Fix radiation sounds not playing
Use the correct sound template for the cargo plane loop
Tweaked position of lock on top tier door
Don't update reverb/highpass falloff every frame + additional sound profiling
added particle effects for footsteps/bullet impacts in water. fixed a bug with the blood impact not removing itself
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Increased min view distance from 50 to 250 to prevent nightvision trickery
Fixed resources spawning on cliffs
Reorganized some decor folders
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Updated all TestLevel bakes
made some improvements to the torch fire f/x; tweaked the deploy on the salvaged axe
Changed fog mode in procedural map
made some improvements to the 3rd person pistol animations.
Skin colour is based on steamid
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Minor iceberg spawn filter fix
Stone pickaxe view and world model with LODs.
Added specular/smoothness to the skin shader, tweaked for more skin colour variation
Head texture swapping based on steamid
More AI profiling
Server performance fixes
Fixed skinnedMesh error
Shortened world checksum to two segments (way faster and still fairly safe)
Added sedimentary rock set
Added Sedimentary rock detail textures
Fixed ragdolls spawning weird
Ragdolls are less spazzy
Player preview in inventory menu displays genes properly
Player corpses inherit genes properly
improvements to the 3rd person bow animations ( idle / walking / runngin )
Updated sedimentary Rock files
Added vm stone pickaxe anims & anim events
Added stone pickaxe anim controller
Added stone pickaxe vm prefab
Corpses hang around for 30 minutes, instead of 2 minutes
Water footsteps first pass
Added stone pickaxe
First pass balancing building blocks & melee
Added high pass to the skin shader
Player texture swaps affects whole body
Hair is taken from highpass, removed hair from shader
Player skin LUT driven by lighting